/Engine/Plugins/Enterprise/LidarPointCloud/Source/LidarPointCloudRuntime/Public/LidarPointCloudComponent.h
Component that allows you to render specified point cloud section
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=Rendering, ShowCategories=(Rendering), HideCategories=(Object, LOD, Physics, Activation, Materials, Cooking, Input, HLOD, Mobile), Meta=(BlueprintSpawnableComponent)) class ULidarPointCloudComponent : public [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent)
bool
bDrawNodeBounds
Enabling this will cause the visible nodes to render their bounds.
bool
bUseFrustumCulling
If enabled, points outside of the visible frustum will not be rendered.
TMap< int32,FL...
ClassificationColors
Used with the Classification source. Maps the given classification ID to a color.
ELidarPointClou...
ColorSource
Specifies which source to use for point colors.
FLinearColor
ColorTint
Specifies the tint to apply to the points.
FVector4
Contrast
FLinearColor
ElevationColorBottom
Specifies the bottom color of the elevation-based gradient.
FLinearColor
ElevationColorTop
Specifies the top color of the elevation-based gradient.
FVector4
Gain
Affects the emissive strength of the color. Useful to create Bloom and light bleed effects.
FVector4
Gamma
float
GapFillingStrength
float
IntensityInfluence
Specifies the influence of Intensity data, if available, on the overall color.
int32
MaxDepth
Maximum Depth to which the nodes should be rendered. -1 to disable.
int32
MinDepth
Minimum Depth from which the nodes should be rendered. 0 to disable.
FVector4
Offset
Applied additively, 0 being neutral.
ELidarPointClou...
PointOrientation
Affects the orientation of points.
float
PointSize
Use to tweak the size of the points. Set to 0 to switch to 1 pixel points.
float
PointSizeBias
Larger values will help mask LOD transition areas, but too large values will lead to loss of detail.
FVector4
Saturation
ELidarPointClou...
ScalingMethod
Determines how the points will be scaled